Application

Description (in English)

Screen is an alternative literary game created in the "Cave," a room-sized virtual reality display. It begins with reading and listening. Texts, presenting moments of memory as a virtual experience, appear on the Cave's walls, surrounding the reader. Then words begin to come loose. The reader finds she can knock them back with her hand, and the experience becomes a kind of play - as well-known game mechanics are given new form through bodily interaction with text. At the same time, the language of the text, together with the uncanny experience of touching words, creates an experience that does not settle easily into the usual ways of thinking about gameplay or VR. Words peel faster and faster; struck words don't always return to where they came from; and words with nowhere to go can break apart. Eventually, when too many are off the wall, the rest peel loose, swirl around the reader, and collapse. Playing "better" and faster keeps this at bay, but longer play sessions also work the memory text into greater disorder through misplacements and neologisms. (Source: authors' description.)

I ♥ E-Poetry entry
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Description (in English)

Arguably the first work of electronic literature, this 1952 program used Alan Turing's random number generator to create combinatory love letters on the Manchester Mark I computer. While the output may not be of high literary quality, Strachey discovered and implemented the basic the basic structures of combinatory literature, at a very early point in history.

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Love Letter sample output -- from Nick Montfort's reimplementation of the program
Description (in English)

my Molly (departed), formerly titled Twittering, is a textual instrument designed as a performance application. The pieces remixes text, image, audio, and video triggered through keyboard interaction. The work has been performed at the OpenPort Performance Festival (Chicago), ePoetry 2007 (Paris), The Codework Workshop (West Virginia University), The Electronic Literature in Europe Conference (Bergen Norway), and the Interrupt Festival (Brown University).

The piece coexists with a novel (Free Dogma Press) that was written simultaneous to the development of this work. Where the novel plays on aspects of time, and draws from sources such as Joyce, Strindberg, Beckett, Dante, among others; the hypermedia textual instrument combines these in a more immediate, collapsed manner.

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Description (in English)

Programmatic or computational art is often, although not necessarily, related to art in other media: visual, performative, conceptual, and so on. The art systems of The Readers Project relate to writing and to reading, to our encounters with literary language. This project is an essay in language-driven digital art, in writing digital media. The Readers Project visualizes reading, although it does not do this in the sense of miming conventional human reading. Rather, the project explores and visualizes existing and alternative vectors of reading, vectors that are motivated by the properties and methods of language and language art.

Visualization, especially as a function of computation, is now quite commonplace in artistic practice, but it has little culture moment unless it provides critique, and it is not art unless it conveys an aesthetic. The Readers Project is a visualization of reading but it is implicitly critical of conventional reading habits. Further, because the project’s readers move within and are thus composed by the words within which they move, they also, effectively, write. They generate texts and the traces of their writings are offered to the project’s human readers as such, as writing, as literary art; published as real-time streams of live-writing, available to anyone with internet access.

Computationally-engaged text generation has a significant, if marginal, history in literary art practice. The Readers Project is innovative, however, in having found a number of ways to display the primary source of a text generator’s inputs within this source’s typographically structured literary environment. A less obvious but equally important aspect of the project is its use of current natural language information—especially concerning the relative frequencies of words and phrases considered by the readers—culled from the largest corpus of human language that has ever existed, a universe of language no longer deep within or distant from us, but now made visible to all by the free demons of web indexing and, more recently, by active cells of the Natural Language Liberation Front (http://nllf.net/).

(Source: Artists' Statement from the project site)

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Description (in original language)

"Zeit für die Bombe" ist eine multilineare Erzählung, die ich 1997 fürs World Wide Web schrieb. Schon damals träumte ich davon, sie einmal in einem digitalen Buch zu lesen. Als die Erzählung beim Internet-Literaturpreis "Pegasus" der Wochenzeitschrift "DIE ZEIT" den 1. Preis gewann, rieten mir viele Leute dazu, die Quatschidee mit dem digitalen Buch schnell wieder aufzugeben und stattdessen ein vernünftiges, also gedrucktes Buch zu schreiben. Grund: Der Hypertext sei tot, und das schon länger. Ob ich denn das noch nicht bemerkt hätte? Womöglich aus purer Sturheit schrieb und programmierte ich trotzdem weiter Hypertexte ( "Hilfe!" und "Die Schwimmmeisterin"), bis das Nachrichtenmagazin "Der Spiegel" mir 2002 den zweifelhaften Ehrentitel "Veteranin der schwindsüchtigen Szene" verlieh. Immerhin erkannte ich, dass das Magazin damit so falsch nicht lag. Denn multilineare Erzählungen im Internet zu veröffentlichen, hatte unübersehbare Nachteile. Der größte davon war, dass die Leser diese gar nicht lasen, sondern vor allem darin herumklickten, und zwar so schnell, dass sie gar nichts lesen konnten. (Ja, das ist wissenschaftlich bewiesen.) Leser, die gar nicht lesen, sind natürlich ein Problem. Man stelle sich vor: Bücherleser würden Romane nach der Methode Daumenkino konsumieren. Angesichts der Leser, die gar nicht lasen, drängte sich der Schluss auf, eine verzweigte Geschichte sei zum Lesen einfach nicht geeignet. Aber: Als Stephen King um die Jahrtausendwende einen komplett linearen Roman zum Download ins Internet stellte, lasen die Leser diesen ebenfalls nicht. Sie klickten nicht mal auf den Download-Button. Lag die mangelnde Leselust also eher am unhandlichen Gerät als an den angebotenen Inhalten?In der Zwischenzeit haben wir genau die Geräte, von denen ich einst träumte: Tablets, E-Books, riesige Smartphones. Und: Die Leute lesen (Literatur) darauf. Sie bezahlen sogar dafür. Ich auch. Aber: Würden Sie auf ihren Tabletts und Smartphones auch Hyperliteratur lesen? Höchste Zeit für einen Testballon, für eine App-Version von "Zeit für die Bombe"!Da ich in den vergangenen 16 Jahren etwas Weisheit (oder Dummheit) gewonnen habe, glaubte ich, diese in die App-Version einfließen lassen zu müssen. Die App ist daher intelligenter als die Internetversion - oder halt auch dümmer. Das müssen die Leser entscheiden. Die maßgeblichen Unterschiede sind:1) Der Erzähler der Geschichte weiß, wenn der Leser auf eine Seite zum zweiten Mal kommt und reagiert mit einem leicht veränderten Text darauf. Ich schrieb diese Textteile bereits 1997 für eine öffentliche Hyperlesung. Davon abgesehen wurden sie bislang nicht veröffentlicht.2) Ich ergänzte einen Notausstieg für verirrte Leser, mit dessen Hilfe jeder zu den Seiten zurückfinden kann, auf welchen er Abzweigungen links liegen gelassen hat.3) Eine Prozentangabe zeigt dem Leser, wie viel er von der Geschichte bereits gelesen hat. Diese Änderungen führen dazu, dass jeder Leser nach einer guten halben Stunde sicher sein: Ich habe alle Seiten gesehen, ich habe diesen Hypertext fertig gelesen - bzw. geklickt.(Source: Author)

Description in original language
Description (in English)

Galatea is a work of interactive fiction set in an art gallery an undetermined amount of time in the future. The player takes on the role of an unnamed art critic examining works of personality referred to in the story as “animates.” Galatea is the name of one such animate however, unlike the other exhibits at the museum (which are forays into rudimentary artificial intelligence,) Galatea was a sculpted women who simply willed herself to life. The player must interact with Galatea through text commands until they get one of several endings.

It's hard to place Galatea in a single genre. With its “animate” art gallery one could place it in Science Fiction. It relates rather easily to Issac Assimov's works about artificial intelligence, sharing a similar atmosphere and similar thoughts on what it means to be human and what it would be like to be a conscious other, Galatea is fairly speculative in this regard. On the other hand one could say the work is more a piece of Magical Realism or Gothic Fiction, since Galatea's creation is miraculous and is the only thing that's really out of place with the world. Also like many Gothic fiction pieces the human psyche is rather thoroughly examined. The name Galatea is actually a reference to Greek mythology, something that this work seems to be rather fond of. In Greek mythology Galatea was a statue that came to life after her creator fell in love with her.

The tech at work beneath the text is fairly complex. It's not simply a dialogue tree with set responses and limited choices. The game tracks tension, sympathy, mood, and general conversation flow to give players a level of interactivity in conversation that is rarely seen in any examples of modern games. On top of this there are over 400 responses to words and 25+ unique endings. Its method of interaction is very similar to old text adventure games like Zork and its ilk, the player enters commands followed by key terms and the results are narrated.

Overall the work is objectively well written. Its lore of “animates” lends itself rather interestingly to the player. One may look at the work as an example of what interaction with an “animate” from the story's world might be like. Galatea the character being very similar to the “animates’” description from the story. The many varied endings and possible responses lends itself to a very individualized experience. No two readings would be exactly alike and each repeated reading builds upon the world’s lore and the characters of Galatea, the narrator, and Galatea's creator become more fleshed out and grounded. It uses multiple references to Greek mythology which helps give the work an atmosphere of mystery and a kind of oldness to its sci-fi themes.

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Galatea cover image
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Screenshot from Galatea
Technical notes

To Begin ... Mac: Download and install Spatterlight if you do not already have a z-machine interpreter. Download and unzip Galatea.zip and open the resulting file Galatea.z8 in your interpreter. Windows: Download and install Gargoyle if you do not already have a z-machine interpreter. Download and unzip Galatea.zip and open the resulting file Galatea.z8 in your interpreter. Type commands to the main character at the ">" prompt and press enter. Input can take the form of imperatives such as "look," "examine the pedestal," or "touch" followed by some object. The most important commands in Galatea are those that pertain to conversation, which include "ask about" followed by a topic (abbreviated to "a") and "tell about" a topic (abbreviated to "t"). These commands steer the subject of the conversation. The best approach is to follow up on a word or idea that Galatea has herself used, or to talk about objects present in the room. Other important verbs are "think about" followed by a topic to recall a previous topic, and "recap" to review the topics previously discussed.